IngameRenderer: damned thing finally works somewhat

This commit is contained in:
minjaesong
2018-06-30 16:47:22 +09:00
parent 872124429d
commit 069eca7d9c
17 changed files with 628 additions and 646 deletions

View File

@@ -8,10 +8,13 @@ varying vec2 v_texCoords;
uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
uniform sampler2D tex1; // lightmap texture
uniform vec2 tex1Offset;
void main() {
vec4 colorTex0 = texture2D(u_texture, v_texCoords); // world texture
vec4 colorTex1 = texture2D(tex1, v_texCoords); // lightmap (RGBA)
gl_FragColor = colorTex0 * vec4(colorTex1.aaa, 1.0);
colorTex1 = vec4(colorTex1.www, 1.0);
gl_FragColor = colorTex0 * colorTex1;
}

View File

@@ -3,6 +3,6 @@ varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main(void) {
float alpha = texture2D(u_texture, v_texCoords).a;
gl_FragColor = vec4(alpha, alpha, alpha, 1.0);
vec3 alpha = texture2D(u_texture, v_texCoords).aaa;
gl_FragColor = vec4(alpha, 1.0);
}

View File

@@ -40,6 +40,6 @@ void main(void) {
out_color = out_color * scanline_darkening;
}
gl_FragColor = vec4(out_color, 0.5);
gl_FragColor = vec4(out_color, 1);
}

View File

@@ -8,10 +8,14 @@ varying vec2 v_texCoords;
uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
uniform sampler2D tex1; // lightmap texture
uniform vec2 tex1Offset;
uniform vec2 tex1Resolution;
void main() {
vec4 colorTex0 = texture2D(u_texture, v_texCoords); // world texture
vec4 colorTex0 = texture2D(u_texture, v_texCoords + vec2(0.5, 0.5)); // world texture
vec4 colorTex1 = texture2D(tex1, v_texCoords); // lightmap (RGBA)
gl_FragColor = colorTex0 * vec4(colorTex1.rgb, 1.0);
colorTex1 = vec4(colorTex1.xyz, 1.0);
gl_FragColor = colorTex0 * colorTex1;
}

View File

@@ -216,11 +216,11 @@ public class AppLoader implements ApplicationListener {
//Gdx.gl.glClearColor(.094f, .094f, .094f, 0f);
//Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//Gdx.gl.glEnable(GL20.GL_TEXTURE_2D);
//Gdx.gl.glEnable(GL20.GL_BLEND);
//Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
Gdx.gl.glClearColor(.094f, .094f, .094f, 0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D);
Gdx.gl.glEnable(GL20.GL_BLEND);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
screen.render(Gdx.graphics.getDeltaTime());
@@ -292,4 +292,14 @@ public class AppLoader implements ApplicationListener {
camera.update();
logoBatch.setProjectionMatrix(camera.combined);
}
private void updateFullscreenQuad(int WIDTH, int HEIGHT) {
fullscreenQuad.setVertices(new float[]{
0f, 0f, 0f, 1f, 1f, 1f, 1f, 0f, 1f,
WIDTH, 0f, 0f, 1f, 1f, 1f, 1f, 1f, 1f,
WIDTH, HEIGHT, 0f, 1f, 1f, 1f, 1f, 1f, 0f,
0f, HEIGHT, 0f, 1f, 1f, 1f, 1f, 0f, 0f
});
fullscreenQuad.setIndices(new short[]{0, 1, 2, 2, 3, 0});
}
}

View File

@@ -270,7 +270,7 @@ class FuckingWorldRenderer(val batch: SpriteBatch) : Screen {
BlocksDrawer.renderTerrain(batch)
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is needed; it really depresses me
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
FeaturesDrawer.drawEnvOverlay(batch)

View File

@@ -25,12 +25,6 @@ object PostProcessor {
}
fun draw(fbo: FrameBuffer) {
//Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)
//Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
//Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
//Gdx.gl.glEnable(GL20.GL_BLEND)
//Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
if (textureRegion == null) {
textureRegion = TextureRegion(fbo.colorBufferTexture)
@@ -49,20 +43,23 @@ object PostProcessor {
Terrarum.debugTimers["GFX.PostProcessor"] = measureNanoTime {
//Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)
//Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
//Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
//Gdx.gl.glEnable(GL20.GL_BLEND)
//Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
val shader = AppLoader.shader18Bit
// no-screen screen renders but the game don't? wtf?
batch.inUse {
batch.shader = shader
shader.setUniformf("resolution", AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
batch.draw(textureRegion, 0f, 0f)
}
shader.begin()
shader.setUniformf("resolution", AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
AppLoader.fullscreenQuad.render(shader, GL20.GL_TRIANGLES)
shader.end()
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is needed; it really depresses me
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
}

View File

@@ -15,6 +15,7 @@ import com.jme3.math.FastMath
import net.torvald.terrarum.gameactors.Actor
import net.torvald.terrarum.imagefont.TinyAlphNum
import net.torvald.terrarum.itemproperties.ItemCodex
import net.torvald.terrarum.modulebasegame.IngameRenderer
import net.torvald.terrarum.ui.ConsoleWindow
import net.torvald.terrarum.utils.JsonFetcher
import net.torvald.terrarum.utils.JsonWriter
@@ -193,8 +194,6 @@ object Terrarum : Screen {
lateinit var shaderBlendGlow: ShaderProgram
lateinit var shaderRGBOnly: ShaderProgram
lateinit var shaderAtoGrey: ShaderProgram
lateinit var shaderMulRGBX: ShaderProgram
lateinit var shaderMulAAAX: ShaderProgram
lateinit var textureWhiteSquare: Texture
@@ -204,8 +203,7 @@ object Terrarum : Screen {
/** Actually just a mesh of four vertices, two triangles -- not a literal glQuad */
lateinit var fullscreenQuad: Mesh; private set
private var fullscreenQuadInit = false
val fullscreenQuad = AppLoader.fullscreenQuad
val deltaTime: Float; get() = Gdx.graphics.rawDeltaTime
@@ -283,28 +281,6 @@ object Terrarum : Screen {
}
val MINIMAL_GL_MAX_TEXTURE_SIZE = 4096
private fun initFullscreenQuad() {
if (!fullscreenQuadInit) {
fullscreenQuad = Mesh(
true, 4, 6,
VertexAttribute.Position(),
VertexAttribute.ColorUnpacked(),
VertexAttribute.TexCoords(0)
)
fullscreenQuadInit = true
}
}
private fun updateFullscreenQuad(WIDTH: Int, HEIGHT: Int) {
initFullscreenQuad()
fullscreenQuad.setVertices(floatArrayOf(
0f, 0f, 0f, 1f, 1f, 1f, 1f, 0f, 1f,
WIDTH.toFloat(), 0f, 0f, 1f, 1f, 1f, 1f, 1f, 1f,
WIDTH.toFloat(), HEIGHT.toFloat(), 0f, 1f, 1f, 1f, 1f, 1f, 0f,
0f, HEIGHT.toFloat(), 0f, 1f, 1f, 1f, 1f, 0f, 0f
))
fullscreenQuad.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))
}
override fun show() {
if (environment != RunningEnvironment.MOBILE) {
Gdx.gl.glDisable(GL20.GL_DITHER)
@@ -327,9 +303,7 @@ object Terrarum : Screen {
throw GdxRuntimeException("Graphics device not capable -- device's GL_VERSION: $GL_VERSION, required: $MINIMAL_GL_VERSION; GL_MAX_TEXTURE_SIZE: $GL_MAX_TEXTURE_SIZE, required: $MINIMAL_GL_MAX_TEXTURE_SIZE")
}
updateFullscreenQuad(WIDTH, HEIGHT)
// resize fullscreen quad?
TextureRegionPack.globalFlipY = true // !! TO MAKE LEGACY CODE RENDER ON ITS POSITION !!
@@ -377,9 +351,6 @@ object Terrarum : Screen {
shaderRGBOnly = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/rgbonly.frag"))
shaderAtoGrey = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/aonly.frag"))
shaderMulRGBX = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/rgbxmul.frag"))
shaderMulAAAX = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/aaaxmul.frag"))
if (!shaderBlendGlow.isCompiled) {
Gdx.app.log("shaderBlendGlow", shaderBlendGlow.log)
@@ -486,7 +457,7 @@ object Terrarum : Screen {
// re-calculate fullscreen quad
updateFullscreenQuad(screenW, screenH)
//updateFullscreenQuad(screenW, screenH)
//appLoader.resize(width, height)
//Gdx.graphics.setWindowedMode(width, height)
@@ -923,6 +894,10 @@ fun blendScreen(batch: SpriteBatch? = null) {
Gdx.gl.glBlendEquation(GL20.GL_FUNC_ADD) // batch.flush does not touch blend equation
}
fun blendDisable(batch: SpriteBatch? = null) {
(batch ?: Terrarum.batch).disableBlending()
}
object BlendMode {
const val SCREEN = "screen"
const val MULTIPLY = "multiply"

View File

@@ -16,6 +16,7 @@ import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.langpack.Lang
import net.torvald.terrarum.modulebasegame.Ingame
import net.torvald.terrarum.modulebasegame.IngameRenderer
import net.torvald.terrarum.modulebasegame.gameactors.*
import net.torvald.terrarum.serialise.ReadLayerData
import net.torvald.terrarum.ui.UICanvas
@@ -104,7 +105,7 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
private val gradWhiteTop = Color(0xf8f8f8ff.toInt())
private val gradWhiteBottom = Color(0xd8d8d8ff.toInt())
private val lightFBOformat = Pixmap.Format.RGB888
private val lightFBOformat = Pixmap.Format.RGBA8888
lateinit var lightmapFboA: FrameBuffer
lateinit var lightmapFboB: FrameBuffer
private var lightmapInitialised = false // to avoid nullability of lightmapFBO
@@ -278,9 +279,9 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
// draw tiles //
BlocksDrawer.renderWall(batch)
BlocksDrawer.renderTerrain(batch)
BlocksDrawer.renderFront(batch, false)
BlocksDrawer.renderWall(batch.projectionMatrix)
BlocksDrawer.renderTerrain(batch.projectionMatrix)
BlocksDrawer.renderFront(batch.projectionMatrix, false)
FeaturesDrawer.drawEnvOverlay(batch)
@@ -311,7 +312,7 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
batch.draw(lightTex,
xrem,
yrem,
lightTex.width * Ingame.lightmapDownsample, lightTex.height * Ingame.lightmapDownsample
lightTex.width * IngameRenderer.lightmapDownsample, lightTex.height * IngameRenderer.lightmapDownsample
//lightTex.width.toFloat(), lightTex.height.toFloat() // for debugging
)
@@ -420,7 +421,7 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
fun processBlur(mode: Int) {
val blurIterations = 5 // ideally, 4 * radius; must be even/odd number -- odd/even number will flip the image
val blurRadius = 4f / Ingame.lightmapDownsample // (5, 4f); using low numbers for pixel-y aesthetics
val blurRadius = 4f / IngameRenderer.lightmapDownsample // (5, 4f); using low numbers for pixel-y aesthetics
var blurWriteBuffer = lightmapFboA
var blurReadBuffer = lightmapFboB
@@ -429,10 +430,12 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
lightmapFboA.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
Gdx.gl.glDisable(GL20.GL_BLEND)
}
lightmapFboB.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
Gdx.gl.glDisable(GL20.GL_BLEND)
}
@@ -440,9 +443,10 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
// initialise readBuffer with untreated lightmap
blurReadBuffer.inAction(camera, batch) {
batch.inUse {
blendNormal(batch)
//blendNormal(batch)
blendDisable(batch)
batch.color = Color.WHITE
LightmapRenderer.draw(batch, LightmapRenderer.DRAW_FOR_RGB)
LightmapRenderer.draw(batch)
}
}
}
@@ -450,9 +454,10 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
// initialise readBuffer with untreated lightmap
blurReadBuffer.inAction(camera, batch) {
batch.inUse {
blendNormal(batch)
//blendNormal(batch)
blendDisable(batch)
batch.color = Color.WHITE
LightmapRenderer.draw(batch, LightmapRenderer.DRAW_FOR_ALPHA)
LightmapRenderer.draw(batch)
}
}
}

View File

@@ -41,7 +41,7 @@ class BlockProp {
var lumColA = 0f
/**
* @param luminosity Raw RGB value, without alpha
* @param luminosity
*/
inline val luminosity: Color
get() = BlockPropUtil.getDynamicLumFunc(Color(lumColR, lumColG, lumColB, lumColA), dynamicLuminosityFunction)

View File

@@ -86,7 +86,7 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
//val ZOOM_MINIMUM = 0.5f // definition moved to IngameInstance
companion object {
val lightmapDownsample = 4f //2f: still has choppy look when the camera moves but unnoticeable when blurred
//val lightmapDownsample = 4f //2f: still has choppy look when the camera moves but unnoticeable when blurred
/** Sets camera position so that (0,0) would be top-left of the screen, (width, height) be bottom-right. */
@@ -128,16 +128,6 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
}
private val worldFBOformat = if (Terrarum.environment == RunningEnvironment.MOBILE) Pixmap.Format.RGBA4444 else Pixmap.Format.RGBA8888
private val lightFBOformat = Pixmap.Format.RGB888
var worldDrawFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, false)
var worldGlowFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, false)
var worldBlendFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, false)
// RGB elements of Lightmap for Color Vec4(R, G, B, 1.0) 24-bit
private lateinit var lightmapFboA: FrameBuffer
private lateinit var lightmapFboB: FrameBuffer
init {
}
@@ -205,21 +195,6 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
// GDX code //
//////////////
var camera = OrthographicCamera(Terrarum.WIDTH.toFloat(), Terrarum.HEIGHT.toFloat())
// invert Y
fun initViewPort(width: Int, height: Int) {
// Set Y to point downwards
camera.setToOrtho(true, width.toFloat(), height.toFloat())
// Update camera matrix
camera.update()
// Set viewport to restrict drawing
Gdx.gl20.glViewport(0, 0, width, height)
}
lateinit var gameLoadMode: GameLoadMode
lateinit var gameLoadInfoPayload: Any
@@ -337,8 +312,6 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
Gdx.input.inputProcessor = ingameController
initViewPort(Terrarum.WIDTH, Terrarum.HEIGHT)
// init console window
consoleHandler = ConsoleWindow()
@@ -545,7 +518,7 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
/** RENDER CODE GOES HERE */
//renderGame(batch)
Terrarum.debugTimers["Ingame.render"] = measureNanoTime { renderGame(batch) }
Terrarum.debugTimers["Ingame.render"] = measureNanoTime { renderGame() }
}
protected fun updateGame(delta: Float) {
@@ -609,471 +582,18 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
}
private fun renderGame(batch: SpriteBatch) {
Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
Gdx.gl.glEnable(GL20.GL_BLEND)
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
//camera.position.set(-WorldCamera.x.toFloat(), -WorldCamera.y.toFloat(), 0f) // make camara work
//camera.position.set(0f, 0f, 0f) // make camara work
//batch.projectionMatrix = camera.combined
LightmapRenderer.fireRecalculateEvent()
worldBlendFrameBuffer.inAction(null, null) {
Gdx.gl.glClearColor(0f,0f,0f,0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
Gdx.gl.glEnable(GL20.GL_BLEND)
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
}
worldDrawFrameBuffer.inAction(null, null) {
Gdx.gl.glClearColor(0f,0f,0f,0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
Gdx.gl.glEnable(GL20.GL_BLEND)
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
}
worldGlowFrameBuffer.inAction(null, null) {
Gdx.gl.glClearColor(0f,0f,0f,1f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
Gdx.gl.glEnable(GL20.GL_BLEND)
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
}
fun moveCameraToWorldCoord() {
// using custom code for camera; this is obscure and tricky
camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
camera.update()
batch.projectionMatrix = camera.combined
}
///////////////////////////
// draw world to the FBO //
///////////////////////////
processBlur(lightmapFboA, lightmapFboB, LightmapRenderer.DRAW_FOR_RGB)
worldDrawFrameBuffer.inAction(camera, batch) {
// draw-with-poly doesn't want to co-op with peasant spriteBatch... (it hides sprites)
batch.inUse {
batch.shader = null
batch.color = Color.WHITE
blendNormal()
}
setCameraPosition(0f, 0f)
BlocksDrawer.renderWall(batch)
batch.inUse {
moveCameraToWorldCoord()
actorsRenderBehind.forEach { it.drawBody(batch) }
particlesContainer.forEach { it.drawBody(batch) }
}
setCameraPosition(0f, 0f)
BlocksDrawer.renderTerrain(batch)
batch.inUse {
/////////////////
// draw actors //
/////////////////
moveCameraToWorldCoord()
actorsRenderMiddle.forEach { it.drawBody(batch) }
actorsRenderMidTop.forEach { it.drawBody(batch) }
player.drawBody(batch)
actorsRenderFront.forEach { it.drawBody(batch) }
// --> Change of blend mode <-- introduced by children of ActorWithBody //
/////////////////////////////
// draw map related stuffs //
/////////////////////////////
}
setCameraPosition(0f, 0f)
BlocksDrawer.renderFront(batch, false)
batch.inUse {
// --> blendNormal() <-- by BlocksDrawer.renderFront
FeaturesDrawer.drawEnvOverlay(batch)
// mix lighpmap canvas to this canvas (Colors -- RGB channel)
if (!KeyToggler.isOn(Input.Keys.F6)) { // F6 to disable lightmap draw
setCameraPosition(0f, 0f)
batch.shader = Terrarum.shaderBayer
batch.shader.setUniformf("rcount", 64f)
batch.shader.setUniformf("gcount", 64f)
batch.shader.setUniformf("bcount", 64f) // de-banding
val lightTex = lightmapFboB.colorBufferTexture // A or B? flipped in Y means you chose wrong buffer; use one that works correctly
lightTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest) // blocky feeling for A E S T H E T I C S
if (KeyToggler.isOn(KEY_LIGHTMAP_RENDER)) blendNormal()
else blendMul()
batch.color = Color.WHITE
val xrem = -(WorldCamera.x.toFloat() fmod TILE_SIZEF)
val yrem = -(WorldCamera.y.toFloat() fmod TILE_SIZEF)
batch.draw(lightTex,
xrem,
yrem,
lightTex.width * lightmapDownsample, lightTex.height * lightmapDownsample
//lightTex.width.toFloat(), lightTex.height.toFloat() // for debugging
)
}
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is REALLY needed; it really depresses me
batch.shader = null
// move camera back to its former position
// using custom code for camera; this is obscure and tricky
camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
camera.update()
batch.projectionMatrix = camera.combined
}
}
//////////////////////////
// draw glow to the FBO //
//////////////////////////
processBlur(lightmapFboA, lightmapFboB, LightmapRenderer.DRAW_FOR_ALPHA)
worldGlowFrameBuffer.inAction(camera, batch) {
batch.inUse {
batch.shader = null
batch.color = Color.WHITE
blendNormal()
//////////////////////
// draw actor glows //
//////////////////////
moveCameraToWorldCoord()
actorsRenderBehind.forEach { it.drawGlow(batch) }
particlesContainer.forEach { it.drawGlow(batch) }
actorsRenderMiddle.forEach { it.drawGlow(batch) }
actorsRenderMidTop.forEach { it.drawGlow(batch) }
player.drawGlow(batch)
actorsRenderFront.forEach { it.drawGlow(batch) }
// --> blendNormal() <-- introduced by childs of ActorWithBody //
// mix lighpmap canvas to this canvas (UV lights -- A channel written on RGB as greyscale image)
if (!KeyToggler.isOn(Input.Keys.F6)) { // F6 to disable lightmap draw
setCameraPosition(0f, 0f)
batch.shader = Terrarum.shaderBayer
batch.shader.setUniformf("rcount", 64f)
batch.shader.setUniformf("gcount", 64f)
batch.shader.setUniformf("bcount", 64f) // de-banding
val lightTex = lightmapFboB.colorBufferTexture // A or B? flipped in Y means you chose wrong buffer; use one that works correctly
lightTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest) // blocky feeling for A E S T H E T I C S
if (KeyToggler.isOn(KEY_LIGHTMAP_RENDER)) blendNormal()
else blendMul()
batch.color = Color.WHITE
val xrem = -(WorldCamera.x.toFloat() fmod TILE_SIZEF)
val yrem = -(WorldCamera.y.toFloat() fmod TILE_SIZEF)
batch.draw(lightTex,
xrem,
yrem,
lightTex.width * lightmapDownsample, lightTex.height * lightmapDownsample
//lightTex.width.toFloat(), lightTex.height.toFloat() // for debugging
)
}
blendNormal()
}
}
worldBlendFrameBuffer.inAction(camera, batch) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
// draw blended world
val worldTex = worldDrawFrameBuffer.colorBufferTexture // WORLD: light_color must be applied beforehand
val glowTex = worldGlowFrameBuffer.colorBufferTexture // GLOW: light_uvlight must be applied beforehand
worldTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
glowTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
worldTex.bind(0)
glowTex.bind(1)
Terrarum.shaderBlendGlow.begin()
Terrarum.shaderBlendGlow.setUniformMatrix("u_projTrans", camera.combined)
Terrarum.shaderBlendGlow.setUniformi("u_texture", 0)
Terrarum.shaderBlendGlow.setUniformi("tex1", 1)
Terrarum.fullscreenQuad.render(Terrarum.shaderBlendGlow, GL20.GL_TRIANGLES)
Terrarum.shaderBlendGlow.end()
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is REALLY needed; it really depresses me
batch.inUse {
batch.color = Color.WHITE
blendNormal()
batch.shader = null
}
}
/////////////////////////
// draw to main screen //
/////////////////////////
camera.setToOrtho(true, Terrarum.WIDTH.toFloat(), Terrarum.HEIGHT.toFloat())
batch.projectionMatrix = camera.combined
batch.inUse {
batch.shader = null
setCameraPosition(0f, 0f)
batch.color = Color.WHITE
blendNormal()
///////////////////////////
// draw skybox to screen //
///////////////////////////
WeatherMixer.render(camera, world)
/////////////////////////////////
// draw framebuffers to screen //
/////////////////////////////////
val blendedTex = worldBlendFrameBuffer.colorBufferTexture
blendedTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
batch.color = Color.WHITE
batch.shader = null
blendNormal()
batch.draw(blendedTex, 0f, 0f, blendedTex.width.toFloat(), blendedTex.height.toFloat())
// an old code.
/*batch.shader = null
val worldTex = worldDrawFrameBuffer.colorBufferTexture // WORLD: light_color must be applied beforehand
val glowTex = worldGlowFrameBuffer.colorBufferTexture // GLOW: light_uvlight must be applied beforehand
batch.draw(worldTex, 0f, 0f, worldTex.width.toFloat(), worldTex.height.toFloat())*/
batch.shader = null
////////////////////////
// debug informations //
////////////////////////
blendNormal()
// draw reference ID if debugWindow is open
if (debugWindow.isVisible) {
actorContainer.forEachIndexed { i, actor ->
if (actor is ActorWithBody) {
batch.color = Color.WHITE
Terrarum.fontSmallNumbers.draw(batch,
actor.referenceID.toString(),
actor.hitbox.startX.toFloat(),
actor.hitbox.canonicalY.toFloat() + 4
)
}
}
}
// debug physics
if (KeyToggler.isOn(Input.Keys.F11)) {
actorContainer.forEachIndexed { i, actor ->
if (actor is ActorWithPhysics) {
/*shapeRenderer.inUse(ShapeRenderer.ShapeType.Line) {
shapeRenderer.color = Color(1f, 0f, 1f, 1f)
//shapeRenderer.lineWidth = 1f
shapeRenderer.rect(
actor.hitbox.startX.toFloat(),
actor.hitbox.startY.toFloat(),
actor.hitbox.width.toFloat(),
actor.hitbox.height.toFloat()
)
}*/
// velocity
batch.color = Color.CHARTREUSE//GameFontBase.codeToCol["g"]
Terrarum.fontSmallNumbers.draw(batch,
"${0x7F.toChar()}X ${actor.externalForce.x}",
actor.hitbox.startX.toFloat(),
actor.hitbox.canonicalY.toFloat() + 4 + 8
)
Terrarum.fontSmallNumbers.draw(batch,
"${0x7F.toChar()}Y ${actor.externalForce.y}",
actor.hitbox.startX.toFloat(),
actor.hitbox.canonicalY.toFloat() + 4 + 8 * 2
)
}
}
}
// fluidmap debug
if (KeyToggler.isOn(Input.Keys.F4)) {
WorldSimulator.drawFluidMapDebug(batch)
}
/////////////////////////////
// draw some overlays (UI) //
/////////////////////////////
uiContainer.forEach {
if (it != consoleHandler) {
batch.color = Color.WHITE
it.render(batch, camera)
}
}
debugWindow.render(batch, camera)
// make sure console draws on top of other UIs
consoleHandler.render(batch, camera)
notifier.render(batch, camera)
blendNormal()
}
private fun renderGame() {
IngameRenderer.invoke(
actorsRenderBehind,
actorsRenderMiddle,
actorsRenderMidTop,
actorsRenderFront,
particlesContainer,
player,
uiContainer
)
}
fun processBlur(lightmapFboA: FrameBuffer, lightmapFboB: FrameBuffer, mode: Int) {
val blurIterations = 5 // ideally, 4 * radius; must be even/odd number -- odd/even number will flip the image
val blurRadius = 4f / lightmapDownsample // (5, 4f); using low numbers for pixel-y aesthetics
var blurWriteBuffer = lightmapFboA
var blurReadBuffer = lightmapFboB
lightmapFboA.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
lightmapFboB.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
if (mode == LightmapRenderer.DRAW_FOR_RGB) {
// initialise readBuffer with untreated lightmap
blurReadBuffer.inAction(camera, batch) {
batch.inUse {
blendNormal(batch)
batch.color = Color.WHITE
LightmapRenderer.draw(batch, LightmapRenderer.DRAW_FOR_RGB)
}
}
}
else {
// initialise readBuffer with untreated lightmap
blurReadBuffer.inAction(camera, batch) {
batch.inUse {
blendNormal(batch)
batch.color = Color.WHITE
LightmapRenderer.draw(batch, LightmapRenderer.DRAW_FOR_ALPHA)
}
}
}
if (!KeyToggler.isOn(Input.Keys.F8)) {
for (i in 0 until blurIterations) {
blurWriteBuffer.inAction(camera, batch) {
batch.inUse {
val texture = blurReadBuffer.colorBufferTexture
texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
batch.shader = Terrarum.shaderBlur
batch.shader.setUniformf("iResolution",
blurWriteBuffer.width.toFloat(), blurWriteBuffer.height.toFloat())
batch.shader.setUniformf("flip", 1f)
if (i % 2 == 0)
batch.shader.setUniformf("direction", blurRadius, 0f)
else
batch.shader.setUniformf("direction", 0f, blurRadius)
batch.color = Color.WHITE
batch.draw(texture, 0f, 0f)
// swap
val t = blurWriteBuffer
blurWriteBuffer = blurReadBuffer
blurReadBuffer = t
}
}
}
}
else {
blurWriteBuffer = blurReadBuffer
}
}
private fun repossessActor() {
// check if currently pocessed actor is removed from game
@@ -1396,9 +916,6 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
}
private var lightmapInitialised = false // to avoid nullability of lightmapFBO
/**
* @param width same as Terrarum.WIDTH
* @param height same as Terrarum.HEIGHT
@@ -1410,35 +927,8 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
LightmapRenderer.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
MegaRainGovernor.resize()
worldDrawFrameBuffer.dispose()
worldDrawFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, false)
worldGlowFrameBuffer.dispose()
worldGlowFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, false)
worldBlendFrameBuffer.dispose()
worldBlendFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, false)
if (lightmapInitialised) {
lightmapFboA.dispose()
lightmapFboB.dispose()
}
lightmapFboA = FrameBuffer(
lightFBOformat,
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
false
)
lightmapFboB = FrameBuffer(
lightFBOformat,
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
false
)
lightmapInitialised = true // are you the first time?
// Set up viewport when window is resized
initViewPort(Terrarum.WIDTH, Terrarum.HEIGHT)
IngameRenderer.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
if (gameInitialised) {
@@ -1471,11 +961,7 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
}
override fun dispose() {
worldDrawFrameBuffer.dispose()
worldGlowFrameBuffer.dispose()
worldBlendFrameBuffer.dispose()
lightmapFboA.dispose()
lightmapFboB.dispose()
IngameRenderer.dispose()
actorsRenderBehind.forEach { it.dispose() }
actorsRenderMiddle.forEach { it.dispose() }
@@ -1497,14 +983,4 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
}
/**
* WARNING! this function flushes batch; use this sparingly!
*
* Camera will be moved so that (newX, newY) would be sit on the top-left edge.
*/
fun setCameraPosition(newX: Float, newY: Float) {
setCameraPosition(batch, camera, newX, newY)
}
}

View File

@@ -0,0 +1,520 @@
package net.torvald.terrarum.modulebasegame
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input
import com.badlogic.gdx.graphics.*
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.glutils.FrameBuffer
import net.torvald.dataclass.CircularArray
import net.torvald.terrarum.*
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gamecontroller.KeyToggler
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
import net.torvald.terrarum.modulebasegame.gameactors.ParticleBase
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.weather.WeatherMixer
import net.torvald.terrarum.worlddrawer.BlocksDrawer
import net.torvald.terrarum.worlddrawer.FeaturesDrawer
import net.torvald.terrarum.worlddrawer.LightmapRenderer
import net.torvald.terrarum.worlddrawer.WorldCamera
/**
* This will be rendered to a postprocessor FBO
*/
object IngameRenderer {
private lateinit var batch: SpriteBatch
private lateinit var camera: OrthographicCamera
private lateinit var lightmapFboA: FrameBuffer
private lateinit var lightmapFboB: FrameBuffer
private lateinit var fboRGB: FrameBuffer
private lateinit var fboRGB_lightMixed: FrameBuffer
private lateinit var fboA: FrameBuffer
private lateinit var fboA_lightMixed: FrameBuffer
// you must have lightMixed FBO; otherwise you'll be reading from unbaked FBO and it freaks out GPU
private val shaderBlur = Terrarum.shaderBlur
private val shaderSkyboxFill = Terrarum.shaderSkyboxFill
private val shaderBlendGlow = Terrarum.shaderBlendGlow
private val shaderRGBOnly = Terrarum.shaderRGBOnly
private val shaderAtoGrey = Terrarum.shaderAtoGrey
private val width = Terrarum.WIDTH
private val height = Terrarum.HEIGHT
private val widthf = width.toFloat()
private val heightf = height.toFloat()
private var initDone = false
private val world = (Terrarum.ingame as Ingame).world
private lateinit var player: ActorHumanoid
var uiListToDraw = ArrayList<UICanvas>()
const val lightmapDownsample = 4f //2f: still has choppy look when the camera moves but unnoticeable when blurred
private var debugMode = 0
operator fun invoke(
actorsRenderBehind: List<ActorWithBody>,
actorsRenderMiddle: List<ActorWithBody>,
actorsRenderMidTop: List<ActorWithBody>,
actorsRenderFront : List<ActorWithBody>,
particlesContainer: CircularArray<ParticleBase>,
player: ActorHumanoid,
uisToDraw: ArrayList<UICanvas>? = null
) {
if (uisToDraw != null) {
uiListToDraw = uisToDraw
}
init()
this.player = player
LightmapRenderer.fireRecalculateEvent()
prepLightmapRGBA()
drawToRGB(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, particlesContainer)
drawToA(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, particlesContainer)
// clear main or whatever super-FBO being used
clearBuffer()
///////////////////////////////////////////////////////////////////////
// draw sky
WeatherMixer.render(camera, world)
///////////////////////////////////////////////////////////////////////
// use shader to mix RGB and A
setCameraPosition(0f, 0f)
val rgbTex = fboRGB_lightMixed.colorBufferTexture
val aTex = fboA_lightMixed.colorBufferTexture
// normal behaviour
if (!KeyToggler.isOn(Input.Keys.F6) &&
!KeyToggler.isOn(Input.Keys.F7)
) {
debugMode = 0
aTex.bind(1)
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
batch.inUse {
blendNormal(batch)
batch.shader = shaderBlendGlow
shaderBlendGlow.setUniformi("tex1", 1)
batch.draw(rgbTex, 0f, 0f)
}
// definitely something is not blended correctly
}
// something about RGB
else if (KeyToggler.isOn(Input.Keys.F6) &&
!KeyToggler.isOn(Input.Keys.F7)
) {
debugMode = 1
batch.inUse {
blendNormal(batch)
batch.shader = null
batch.draw(rgbTex, 0f, 0f)
// indicator
batch.color = Color.RED
batch.fillRect(0f, 0f, 6f, 10f)
batch.color = Color.LIME
batch.fillRect(6f, 0f, 6f, 10f)
batch.color = Color.BLUE
batch.fillRect(12f, 0f, 6f, 10f)
batch.color = Color.WHITE
}
// works as intended
}
// something about A
else if (!KeyToggler.isOn(Input.Keys.F6) &&
KeyToggler.isOn(Input.Keys.F7)
) {
debugMode = 2
batch.inUse {
blendNormal(batch)
batch.shader = null
batch.draw(aTex, 0f, 0f)
// indicator
batch.color = Color.WHITE
batch.fillRect(18f, 0f, 18f, 10f)
}
// works as intended
}
else {
if (debugMode == 1) {
KeyToggler.forceSet(Input.Keys.F6, false)
KeyToggler.forceSet(Input.Keys.F7, true)
}
else if (debugMode == 2) {
KeyToggler.forceSet(Input.Keys.F6, true)
KeyToggler.forceSet(Input.Keys.F7, false)
}
else {
KeyToggler.forceSet(Input.Keys.F6, false)
KeyToggler.forceSet(Input.Keys.F7, false)
}
// works as intended
}
blendNormal(batch)
///////////////////////////////////////////////////////////////////////
// draw UI
setCameraPosition(0f, 0f)
batch.inUse {
batch.shader = null
batch.color = Color.WHITE
uiListToDraw.forEach {
it.render(batch, camera)
}
}
// works but some UI elements have wrong transparency
blendNormal(batch)
}
private fun prepLightmapRGBA() {
lightmapFboA.inAction(null, null) {
clearBuffer()
Gdx.gl.glDisable(GL20.GL_BLEND)
}
lightmapFboB.inAction(null, null) {
clearBuffer()
Gdx.gl.glDisable(GL20.GL_BLEND)
}
processBlur(lightmapFboA, lightmapFboB)
}
private fun drawToRGB(
actorsRenderBehind: List<ActorWithBody>,
actorsRenderMiddle: List<ActorWithBody>,
actorsRenderMidTop: List<ActorWithBody>,
actorsRenderFront : List<ActorWithBody>,
particlesContainer: CircularArray<ParticleBase>
) {
fboRGB.inAction(null, null) { clearBuffer() }
fboRGB_lightMixed.inAction(null, null) { clearBuffer() }
fboRGB.inAction(camera, batch) {
batch.inUse {
batch.shader = null
batch.color = Color.WHITE
}
setCameraPosition(0f, 0f)
BlocksDrawer.renderWall(batch.projectionMatrix)
batch.inUse {
moveCameraToWorldCoord()
actorsRenderBehind.forEach { it.drawBody(batch) }
particlesContainer.forEach { it.drawBody(batch) }
}
setCameraPosition(0f, 0f)
BlocksDrawer.renderTerrain(batch.projectionMatrix)
batch.inUse {
/////////////////
// draw actors //
/////////////////
moveCameraToWorldCoord()
actorsRenderMiddle.forEach { it.drawBody(batch) }
actorsRenderMidTop.forEach { it.drawBody(batch) }
player.drawBody(batch)
actorsRenderFront.forEach { it.drawBody(batch) }
// --> Change of blend mode <-- introduced by children of ActorWithBody //
}
setCameraPosition(0f, 0f)
BlocksDrawer.renderFront(batch.projectionMatrix, false) // blue coloured filter of water, etc.
batch.inUse {
FeaturesDrawer.drawEnvOverlay(batch)
}
}
fboRGB_lightMixed.inAction(camera, batch) {
setCameraPosition(0f, 0f)
val xrem = -(WorldCamera.x.toFloat() fmod TILE_SIZEF)
val yrem = -(WorldCamera.y.toFloat() fmod TILE_SIZEF)
batch.inUse {
// draw world
batch.draw(fboRGB.colorBufferTexture, 0f, 0f)
batch.flush()
// multiply light on top of it
val lightTex = lightmapFboB.colorBufferTexture
if (KeyToggler.isOn(Input.Keys.F8))
blendNormal(batch)
else
blendMul(batch)
batch.shader = shaderRGBOnly
batch.draw(lightTex,
xrem, yrem,
lightTex.width * lightmapDownsample,
lightTex.height * lightmapDownsample
)
}
// NOTE TO SELF: this works.
}
blendNormal(batch)
}
private fun drawToA(
actorsRenderBehind: List<ActorWithBody>,
actorsRenderMiddle: List<ActorWithBody>,
actorsRenderMidTop: List<ActorWithBody>,
actorsRenderFront : List<ActorWithBody>,
particlesContainer: CircularArray<ParticleBase>
) {
fboA.inAction(null, null) {
clearBuffer()
// paint black
Gdx.gl.glClearColor(0f,0f,0f,1f) // solid black: so that unused area will be also black
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
fboA_lightMixed.inAction(null, null) { clearBuffer() }
fboA.inAction(camera, batch) {
batch.inUse {
batch.shader = null
batch.color = Color.WHITE
}
setCameraPosition(0f, 0f)
// BlocksDrawer.renderWhateverGlow_WALL
batch.inUse {
moveCameraToWorldCoord()
actorsRenderBehind.forEach { it.drawGlow(batch) }
particlesContainer.forEach { it.drawGlow(batch) }
}
setCameraPosition(0f, 0f)
// BlocksDrawer.renderWhateverGlow_TERRAIN
batch.inUse {
/////////////////
// draw actors //
/////////////////
moveCameraToWorldCoord()
actorsRenderMiddle.forEach { it.drawGlow(batch) }
actorsRenderMidTop.forEach { it.drawGlow(batch) }
player.drawGlow(batch)
actorsRenderFront.forEach { it.drawGlow(batch) }
// --> Change of blend mode <-- introduced by children of ActorWithBody //
}
}
fboA_lightMixed.inAction(camera, batch) {
setCameraPosition(0f, 0f)
val xrem = -(WorldCamera.x.toFloat() fmod TILE_SIZEF)
val yrem = -(WorldCamera.y.toFloat() fmod TILE_SIZEF)
batch.inUse {
// draw world
batch.draw(fboA.colorBufferTexture, 0f, 0f)
batch.flush()
// multiply light on top of it
val lightTex = lightmapFboB.colorBufferTexture
if (KeyToggler.isOn(Input.Keys.F8))
blendNormal(batch)
else
blendMul(batch)
batch.shader = shaderAtoGrey
batch.draw(lightTex,
xrem, yrem,
lightTex.width * lightmapDownsample,
lightTex.height * lightmapDownsample
)
}
// NOTE TO SELF: this works.
}
blendNormal(batch)
}
private fun init() {
if (!initDone) {
batch = SpriteBatch()
camera = OrthographicCamera(widthf, heightf)
camera.setToOrtho(true, widthf, heightf)
camera.update()
Gdx.gl20.glViewport(0, 0, width, height)
resize(width, height)
LightmapRenderer.world = world
initDone = true
}
}
private fun clearBuffer() {
Gdx.gl.glClearColor(0f,0f,0f,0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
Gdx.gl.glEnable(GL20.GL_BLEND)
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
}
private fun moveCameraToWorldCoord() {
// using custom code for camera; this is obscure and tricky
camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
camera.update()
batch.projectionMatrix = camera.combined
}
/**
* Camera will be moved so that (newX, newY) would be sit on the top-left edge.
*/
private fun setCameraPosition(newX: Float, newY: Float) {
camera.position.set((-newX + Terrarum.HALFW).round(), (-newY + Terrarum.HALFH).round(), 0f)
camera.update()
batch.projectionMatrix = camera.combined
}
fun processBlur(lightmapFboA: FrameBuffer, lightmapFboB: FrameBuffer) {
val blurIterations = 5 // ideally, 4 * radius; must be even/odd number -- odd/even number will flip the image
val blurRadius = 4f / lightmapDownsample // (5, 4f); using low numbers for pixel-y aesthetics
var blurWriteBuffer = lightmapFboA
var blurReadBuffer = lightmapFboB
// buffers must be cleared beforehand
// initialise readBuffer with untreated lightmap
blurReadBuffer.inAction(camera, batch) {
batch.inUse {
blendDisable(batch)
batch.color = Color.WHITE
LightmapRenderer.draw(batch)
}
}
for (i in 0 until blurIterations) {
blurWriteBuffer.inAction(camera, batch) {
batch.inUse {
val texture = blurReadBuffer.colorBufferTexture
texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
batch.shader = shaderBlur
batch.shader.setUniformf("iResolution",
blurWriteBuffer.width.toFloat(), blurWriteBuffer.height.toFloat())
batch.shader.setUniformf("flip", 1f)
if (i % 2 == 0)
batch.shader.setUniformf("direction", blurRadius, 0f)
else
batch.shader.setUniformf("direction", 0f, blurRadius)
batch.color = Color.WHITE
batch.draw(texture, 0f, 0f)
// swap
val t = blurWriteBuffer
blurWriteBuffer = blurReadBuffer
blurReadBuffer = t
}
}
}
blendNormal(batch)
}
fun resize(width: Int, height: Int) {
fboRGB = FrameBuffer(Pixmap.Format.RGBA8888, width, height, false)
fboRGB_lightMixed = FrameBuffer(Pixmap.Format.RGBA8888, width, height, false)
fboA = FrameBuffer(Pixmap.Format.RGBA8888, width, height, false)
fboA_lightMixed = FrameBuffer(Pixmap.Format.RGBA8888, width, height, false)
lightmapFboA = FrameBuffer(
Pixmap.Format.RGBA8888,
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
false
)
lightmapFboB = FrameBuffer(
Pixmap.Format.RGBA8888,
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
false
)
BlocksDrawer.resize(width, height)
LightmapRenderer.resize(width, height)
}
private val TILE_SIZEF = FeaturesDrawer.TILE_SIZE.toFloat()
fun dispose() {
fboRGB.dispose()
fboA.dispose()
fboRGB_lightMixed.dispose()
fboA_lightMixed.dispose()
lightmapFboA.dispose()
lightmapFboB.dispose()
}
}

View File

@@ -53,7 +53,7 @@ object PlayerBuilderSigrid {
//p.actorValue[AVKey.LUMR] = 0.84
//p.actorValue[AVKey.LUMG] = 0.93
//p.actorValue[AVKey.LUMB] = 1.37
p.actorValue[AVKey.LUMA] = 1.93
//p.actorValue[AVKey.LUMA] = 1.93
p.actorValue[AVKey.BASEDEFENCE] = 141

View File

@@ -140,7 +140,7 @@ object WeatherMixer {
Terrarum.shaderSkyboxFill.end()
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is needed; it really depresses me
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
}

View File

@@ -376,27 +376,27 @@ object BlocksDrawer {
// NO draw lightmap using colour filter, actors must also be hidden behind the darkness
///////////////////////////////////////////
fun renderWall(batch: SpriteBatch) {
fun renderWall(projectionMatrix: Matrix4) {
// blend normal
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
Gdx.gl.glEnable(GL20.GL_BLEND)
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
drawTiles(WALL, false)
renderUsingBuffer(WALL, batch.projectionMatrix)
renderUsingBuffer(WALL, projectionMatrix)
}
fun renderTerrain(batch: SpriteBatch) {
fun renderTerrain(projectionMatrix: Matrix4) {
// blend normal
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
Gdx.gl.glEnable(GL20.GL_BLEND)
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
drawTiles(TERRAIN, false) // regular tiles
renderUsingBuffer(TERRAIN, batch.projectionMatrix)
renderUsingBuffer(TERRAIN, projectionMatrix)
}
fun renderFront(batch: SpriteBatch, drawWires: Boolean) {
fun renderFront(projectionMatrix: Matrix4, drawWires: Boolean) {
// blend mul
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
Gdx.gl.glEnable(GL20.GL_BLEND)
@@ -404,7 +404,7 @@ object BlocksDrawer {
drawTiles(TERRAIN, true) // blendmul tiles
renderUsingBuffer(TERRAIN, batch.projectionMatrix)
renderUsingBuffer(TERRAIN, projectionMatrix)
@@ -416,7 +416,7 @@ object BlocksDrawer {
if (drawWires) {
drawTiles(WIRE, false)
renderUsingBuffer(WIRE, batch.projectionMatrix)
renderUsingBuffer(WIRE, projectionMatrix)
}
}
@@ -757,7 +757,7 @@ object BlocksDrawer {
tilesQuad.render(shader, GL20.GL_TRIANGLES)
shader.end()
tilesBufferAsTex.dispose()
//tilesBufferAsTex.dispose()
}
private var oldScreenW = 0

View File

@@ -12,6 +12,7 @@ import net.torvald.terrarum.fillRect
import net.torvald.terrarum.gameactors.*
import net.torvald.terrarum.modulebasegame.gameactors.ActorWithPhysics
import net.torvald.terrarum.floorInt
import net.torvald.terrarum.modulebasegame.IngameRenderer
import java.util.*
/**
@@ -54,7 +55,7 @@ object LightmapRendererOld {
private val AIR = Block.AIR
private const val TILE_SIZE = FeaturesDrawer.TILE_SIZE
private val DRAW_TILE_SIZE: Float = FeaturesDrawer.TILE_SIZE / Ingame.lightmapDownsample
private val DRAW_TILE_SIZE: Float = FeaturesDrawer.TILE_SIZE / IngameRenderer.lightmapDownsample
// color model related constants
const val MUL = 1024 // modify this to 1024 to implement 30-bit RGB

View File

@@ -16,6 +16,7 @@ import net.torvald.terrarum.gameactors.*
import net.torvald.terrarum.modulebasegame.gameactors.ActorWithPhysics
import net.torvald.terrarum.ceilInt
import net.torvald.terrarum.floorInt
import net.torvald.terrarum.modulebasegame.IngameRenderer
import java.util.*
/**
@@ -58,7 +59,7 @@ object LightmapRenderer {
private val AIR = Block.AIR
private const val TILE_SIZE = FeaturesDrawer.TILE_SIZE
val DRAW_TILE_SIZE: Float = FeaturesDrawer.TILE_SIZE / Ingame.lightmapDownsample
val DRAW_TILE_SIZE: Float = FeaturesDrawer.TILE_SIZE / IngameRenderer.lightmapDownsample
// color model related constants
const val MUL = 1024 // modify this to 1024 to implement 30-bit RGB
@@ -292,6 +293,7 @@ object LightmapRenderer {
val l = getLightInternal(x, y)
if (l == null) return null
// brighten if solid
if (BlockCodex[world.getTileFromTerrain(x, y)].isSolid) {
return Color(
(l.r * 1.25f),//.clampOne(),
@@ -310,13 +312,20 @@ object LightmapRenderer {
lateinit var lightBuffer: Pixmap
fun draw(batch: SpriteBatch, drawMode: Int) {
private val colourNull = Color(0)
fun draw(batch: SpriteBatch) {
val this_x_start = for_x_start// + overscan_open
val this_x_end = for_x_end// + overscan_open
val this_y_start = for_y_start// + overscan_open
val this_y_end = for_y_end// + overscan_open
// wipe out beforehand. You DO need this
lightBuffer.blending = Pixmap.Blending.None // gonna overwrite
lightBuffer.setColor(colourNull)
lightBuffer.fillRectangle(0, 0, lightBuffer.width, lightBuffer.height)
// write to colour buffer
for (y in this_y_start..this_y_end) {
@@ -327,16 +336,7 @@ object LightmapRenderer {
for (x in this_x_start..this_x_end) {
val color = if (drawMode == DRAW_FOR_RGB) {
(getLightForOpaque(x, y) ?: Color(0f,0f,0f,0f)).normaliseToColourHDR()
}
else if (drawMode == DRAW_FOR_ALPHA) {
(getLightForOpaque(x, y) ?: Color(0f,0f,0f,0f)).normaliseToAlphaHDR()
}
else {
throw IllegalArgumentException()
}
val color = (getLightForOpaque(x, y) ?: Color(0f,0f,0f,0f)).normaliseToHDR()
lightBuffer.setColor(color)
@@ -366,7 +366,7 @@ object LightmapRenderer {
lightBufferAsTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is needed; it really depresses me
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
// we might not need shader here...
//batch.draw(lightBufferAsTex, 0f, 0f, lightBufferAsTex.width.toFloat(), lightBufferAsTex.height.toFloat())
batch.draw(lightBufferAsTex, 0f, 0f, lightBufferAsTex.width * DRAW_TILE_SIZE, lightBufferAsTex.height * DRAW_TILE_SIZE)
@@ -375,10 +375,6 @@ object LightmapRenderer {
// TODO: set lightmap BACK TO array
// TODO: re-iterate over the lightmap, applying filters like getLightForOpaque(x, y) and save it to new buffer (pixmap)
// TODO: and THEN draw the map using SHADER
}
val lightScalingMagic = 8f
@@ -555,11 +551,13 @@ object LightmapRenderer {
val intervalPos = (intensity * CHANNEL_MAX) - (intensity * CHANNEL_MAX).toInt()
return interpolateLinear(
val ret = interpolateLinear(
intervalPos,
rgbHDRLookupTable[intervalStart],
rgbHDRLookupTable[intervalEnd]
)
return ret
}
@@ -645,18 +643,11 @@ object LightmapRenderer {
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f // isn't it beautiful?
)
/** To eliminated visible edge on the gradient when 255/1023 is exceeded */
inline fun Color.normaliseToColourHDR() = Color(
inline fun Color.normaliseToHDR() = Color(
hdr(this.r),
hdr(this.g),
hdr(this.b),
1f
)
inline fun Color.normaliseToAlphaHDR() = Color(
hdr(this.a),
hdr(this.a),
hdr(this.a),
1f
hdr(this.a)
)
/**